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- using UnityEngine;
- using System.Collections.Generic;
- /// <summary>
- /// This component is responsible of the Inventory which listens for purchases from the StoreManager, and increments the inventory count
- /// for items being tracked in the inventory
- ///
- /// It keeps the inventory stored in PlayerPrefs.
- /// Besides keeping count, it also helps in keeping track of items to be equipped in the next game using ToggleEquip.
- /// Once the equipped items need to be consumed (i.e. item count needs to be decremented), ConsumeEquipped needs to be called.
- /// Other query methods for UI purposes are available (HasEquipped and GetPowerupCount)
- ///
- /// Note that each purchase counts as 5 items of the bought product, e.g. LifePack is 5 hearts. This might change in the future and might need to updated accordingly
- /// </summary>
- public class InventoryManager : GenericInventoryManager<StoreProductId, InventoryItem>
- {
- private const string ALREADY_GIVEN_START_WAVES = "awgpbdfge";
- private const int START_WAVES = 3;
- void Start()
- {
- CoreNotificationCenter.AddListener(OnReceivedStoreProducts, CoreNotificationType.ReceivedStoreProducts);
- }
- void OnDestroy()
- {
- CoreNotificationCenter.RemoveListener(OnReceivedStoreProducts, CoreNotificationType.ReceivedStoreProducts);
- }
- void OnReceivedStoreProducts(CoreNotification note)
- {
- if (PlayerPrefs.GetInt(ALREADY_GIVEN_START_WAVES, 0) == 0)
- {
- for (int i = 0; i < START_WAVES; i++)
- {
- InventoryManager.Instance.Increment(InventoryItem.specialwave);
- }
- PlayerPrefs.SetInt(ALREADY_GIVEN_START_WAVES, 1);
- PlayerPrefs.Save();
- }
- }
- }
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